From: erich@csdl.cs.tamu.edu (Erich Schneider) Subject: Re: How good is Up Front? In article <45v9d6$43l@donatello.leonardo.net> dormouse@fishnet.net (Randall Peek) writes: >I have seen occasional mention of the Squad Leader game, Up Front, >and at least one expansion set for it. I know next to nothing about >the game, but I love card games of all types. Could someone please >leave me e-mail or a follow-up telling me about it, and whether it is >a worthwhile investment, if indeed it is still available? _Up Front_ rocks, if you are into WW2 low-level combat. I say this without reservation. As far as availability goes I'm not totally sure, but I heard around the beginning of the year that the first expansion, _Banzai!_, was out of print. There's a second expansion, _Desert War_, whose status I do not know. The game has two kinds of cards - Personality and Action. Personality cards each represent a soldier, artillery piece, or vehicle. Typically each player has about 10-15 of them, representing some variety of infantry squad with appropriate weapon mix, sometimes with armor support. These cards are arranged into up to four "groups", lettered A through D. There is no map; each group is considered to be opposite the enemy's similarly-lettered group at an abstract "relative range". Action cards are what one uses to do things; each group on one's side can perform up to one action per turn, many requiring cards. Movement cards allow one to move forward or backward relative to the enemy. However, to finish movement one needs a Terrain card, whose play is a separate action, so a group can get popped while moving, or get "stuck in transit" if one lacks a Terrain card - although any card doubles as an "open ground" terrain card, in a pinch. The enemy, in the interim, can also discard terrain cards on your moving groups, allowing them to blunder into streams, marshes, or minefields, among others. In order to fire, one needs a Fire card, of which there are varying strengths, but require a set amount of firepower from the firing group; each personality card is rated for fire strength at each relative range. When one gets shot at one's men's morale can break, and getting them back on their feet (necessary before one can move again) requires Rally cards. Other cards include Concealment (helps when shot at, or when attempting infiltration of enemy groups, which is possible at close range and can lead to close combat), Snipers (discarded on the enemy, can result in men being pinned or killed), and Heroes (instantly rallies a man at any time and doubles his firepower). Each nationality (Russian, American, German in the main game, British and Japanese added by _Banzai_, French and Italian added by _Desert War_) had various rules applying to it to simulate its national characteristics. The Germans, for example, have a five-card hand, but can discard one card every turn in addition to taking actions. The Americans have a six card hand and can discard two cards, but only if they do nothing else that turn - indicative of the "90-day wonder's" greater book knowledge and ability to improvise but lack of combat experience relative to the Germans. The Russians have a four card hand but can ditch up to all of them if they do nothing else (little training for officers, but prone to innovation in desperate straits), plus get bonuses on entrenching, can go berserk and/or shoot cowardly men (commissars), etc. Japanese get their Banzai charges, the Italians can surrender en masse if the opponent plays right, and so forth. All resolution of events is done with the cards; they have both large red or black numbers in one corner, which are added or subtracted to base numbers to generate a random number, and a set of ten numbers at the bottom which allow one to generate "one out of N" events. Victory conditions vary from scenario to scenario, and include things like "move forward some distance and occupy defensive terrain", "clear the enemy out of the pillbox they starts in", or "survive through four shuffles of the Action deck and have more victory points that the oppponent". The game is great if you like "fog of war" in your wargames - this is not the game for people who need a satellite view of the battlefield and exact control over everything their men do, which is impossible for this era at this scale of combat. You can get your men into great positions, but have them fail to fire - or refuse to get off their bellies when you know the enemy has been suppressed - or blunder into a killing ground when in sight of a strongpoint. Or, a lone hero can infiltrate the enemy squad and open up with his machine pistol, paving the way for a quick victory. Just like real war. (Any _Up Front_ player with a bit of experience will have plenty of "war stories" to tell about games past.) In any case, I heartily recommend it to everyone who likes squad-level WW2 combat games. -- Erich Schneider erich@bush.cs.tamu.edu http://bush.cs.tamu.edu/~erich "You are a true believer. Blessings of the State; blessings of the masses. Thou art a subject of the Divine, created in the image of Man, by the masses, for the masses. Let us be thankful we have commerce. Buy more. Buy more now. Buy. And be happy." - Confession booth blessing, _THX-1138_